The specific min error range is there to model what i believe error range is for. For example a expert with the bow ( or any weapon ), and a guy off the street shoot at a targets. Lets say the expert has a error of 1 while the guy off the street has a error of 3. The both shoot and miss the targets.

I would expect the expert to just have missed by a little and not done something crazy like shot it straight up. On the other hand guy off the street i would like to be standing behind when he shot because there is a much better chance of loosing control of the bow, and say shooting his car in the parking lot and missing all the targets.

SO... The smaller your error range the more practiced you are and less likely to make bad mistakes. The larger your error range the less likely you are to reduce bad mistakes and thus the more severe results on the chart.

Now As for letting AD control access to those options. I was just tired of the Straight to wounds damage and I wanted to put a little more use out of the table of ouch. Another thing I was feeling is a better guideline for what the critical should mean at a certain AD.

I've been keen on the idea of putting together a critical error table, if only because the uncertainty of what an error would do makes my players a little iffy on the idea (enemy rolls a natural 1 and the first thing they say is "What would happen if I activate it?"), but errors are so situation it hasn't really worked out for me in the past (making a table, that is).

The same way they did in SC2.0. Which these tables seem largely cribbed from.

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Deral the chart is by no means an absolute but more of a limiting guide. I would always change on the fly for something whatever situation is going on. ( or too kewl to pass up )

My hope is the the chart put me and my players on the same page for threats and errors and what to expect when they or I spend AD. The chart has its own progression. So for example you would expect more than sprawled if you were spending 3 AD to activate someones error.

While I like the idea of incorporating Keen into critical hits, unless the player has seriously focused on damage output (not easy to get staggeringly high) it's usually far better for the player to simply spend the dice to change to an automatic critical injury.

Spending 3 AD on Keen 20 is pointless unless you have Fragile in play or you can consistently generate >30 points of damage. You're almost always better off spending 2 to inflict an automatic critical hit (which, by RAW, ignores the fort save - so the only way Keen is better is if you hit the autokill threshold). Many on this board also reduce the Critical Injury cost to 1AD, too, which puts it in further harsh light.

The AP idea is interesting though. I've allowed critical hits to bypass armour entirely in the past (usually at the cost of a couple dice) so formalising it is probably a good idea.

While none of it is broken / unbalanced, it does severely diminish the value of critical threats from the core game. 3 Dice to inflict damage to wounds is a pretty enormous cost, and could have some fallback on builds that specialise in special character hunting. I suspect that reducing the value of critical threats was part of the goal of this list though, so that's not necessarily a problem.

Finally, you might want to clarify your critical threat chart - I'm not sure what you mean by minimum threat of 1/2/3. Do you mean 20/19/18? Or threat +1/+2/+3 (which would be 19/18/17)? I'd be confused if I sat at a table with that chart. Just something to be aware of.

Spending 3 AD on Keen 20 is pointless unless you have Fragile in play or you can consistently generate >30 points of damage.

Just to clarify a point, Critical Injury saves are forced with 25 points of damage, not 50.

Page 208: "Each time a character suffers 25 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he rolls 1d20 and adds the damage suffered, consulting Table 5.1: The Table of Ouch to find his critical injury (see page 207)."

So an attack with Keen 20 only needs to add an additional 5 actual damage to force a Critical Injury save, rather than the 30 initially listed here, which the vast majority of weapons can do unaided.

Spending 3 AD on Keen 20 is pointless unless you have Fragile in play or you can consistently generate >30 points of damage.

Just to clarify a point, Critical Injury saves are forced with 25 points of damage, not 50.

Page 208: "Each time a character suffers 25 or more points of damage in a single hit, he makes a Fortitude save (DC 1/2 the damage suffered, rounded down). With failure, he rolls 1d20 and adds the damage suffered, consulting Table 5.1: The Table of Ouch to find his critical injury (see page 207)."

So an attack with Keen 20 only needs to add an additional 5 actual damage to force a Critical Injury save, rather than the 30 initially listed here, which the vast majority of weapons can do unaided.

Exactly my point.

Currently, you spend 2AD to inflict an automatic critical injury. No save, they just cop it.

So the only benefit here is if you can inflict a save vs death or die (50 damage, or 25 with Fragile).